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| Re: Bungie speaks... on Behavioral Game Design | |
| Posted By: serpx <god.of.design@gmail.com> | Date: 6/15/12 6:40 p.m. |
In Response To: Re: Bungie speaks... on Behavioral Game Design (Quantum) : What if, after trying it, players don't enjoy the campaign? Offering rewards : relevant to something you want to do, e.g. play competitive multiplayer, : through something you don't want to do, e.g. play campaign, can seem : unfair—either you play something you don't like, or miss out on an aspect : of something you do. Then, at least you got them to try it. My field of expertise is exercise psychology, and oddly enough, this is relevant. One tactic (out of many, this is just one) that can be used to get people into exercise is external rewards. If you get them to exercise because of an external reward, great job. Now that you have them in the gym, the next task is keeping them in there. One can offer less and less external rewards as one attempts to help (not create) the client develop intrinsic motivation. I can't make you motivated to stay in the gym and workout, but there's interventions I can do that can kinda create a better environment/mindset for such motivation to occur. Psychology is a fun field, but it can also be a controversial one when applied, as the article mentions in regards to making games "more addicting."
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